realitynero.blogg.se

Mage hand press weird west
Mage hand press weird west













mage hand press weird west

Roll 1d3: 1) minor demon (1HD) 2) lesser demon (2HD) 3) demon (4HD). The demon will attack anyone who attempts to interfere. If the sorcerer critically fails on the saving throw, a gateway to hell opens and a demon emerges and will attempt to drag the sorcerer back to hell. Should the ST fail, the spell fizzles and the sorcerer loses the ability to cast any spells until they sleep for night.

mage hand press weird west

If the ST is successful, they spell goes off without a hitch. To cast a spell the sorcerer chooses which spell they want to cast and then makes a base saving throw. Magic is a fickle friend and can abandon the sorcerer at a moments notice.Ī sorcerer is able to cast a number of spells equal to their sorcerer level. Magic: Sorcerers are able to yield the strange and terrifying arcane arts and are able to cast powerful spells. After which they must spend eight hours in a drug-induced trance before the creature will come and bond with them. Should a familiar be killed, a sorcerer cannot attempt to bind with another animal for one month. Rat: Receive +1 to saving throws involving Constitution Imp (lesser demon): Receive +1 to saving throws involving Wisdom A sorcerer chooses one of the following familiars:īat: Can see in total darkness (not magical)įox: Receive +1 to saving throws involving Dexterity Should the familiar perish, this ability is lost. This is in effect so long as the familiar is alive. Each familiar grants an ability or bonus. The creature can also deliver spells that require the sorcerer touch the target. These creatures have a link to the sorcerer, allowing them to communicate telepathically. Weapon Restrictions: A sorcerer is proficient with pistols, knives, spears, and staves.įamiliar: A sorcerer begins play with a familiar. The path of a sorcerer is a dangerous one, but the power and glory make the dangers worth it. These men and women are feared by many, and often end up being lynched by panicked townsfolk. These men and women are able to cast powerful foes that hinder and harm their enemies. Sorcerer’s wield the strange, powerful and horrific arts of the demons and devils: magic. Here’s the Weird West Classes: The Knight of Faith and the Shaman Posted thus far: Gunslinger, Scout, Cult of Personality, the Pugilist, and the Doctor The book is bout 50-75% done for first draft already- so I’m hoping it’ll release in the next couple of months! I’ll post Knight of Faith and Shaman as well! This chapter will have Knight of Faith, Sorcerer, Shaman, Weird Scientist, and The Showman. High Noon will also have a chapter called “But I Want it Weird” with rules on Weird West. I’ll be posting the Gunslinger, the Scout, the Cult of Personality, the Pugilist, and the Doctor.įull class list when the book will be released will also have: Rifleman, Maverick, and Monk I figured I’d post a couple of the classes over the next few days.

mage hand press weird west

The mechanics are inspired by White Star, Swords and Wizardry, Beyond the Wall, along with some stuff inspired by games like Savage Worlds, etc. However I decided that I wanted to write my own.

#Mage hand press weird west full

The first big piece of news is that the Hubris Kickstarter will be going live soon! I’m very excited about this! I look forward to finally seeing this book in print with tons of kickass art by some really talented people!Īnyways- that full announcement will be coming soon! On to new projects.Ī few weeks ago I was watching the newest season of Hell on Wheels to hit Netflix Streaming (season 4) and was really enjoying it (especially the first half- the second half kinda goes heavy-handed in how they resolved many of the characters story arcs).Īnyways every time I watch a season of Hell on Wheels, I get the urge to run a western (or weird west) game.















Mage hand press weird west